From SCP: Secret Laboratory English Official Wiki

m (Moved page from betawiki:MTF-E11-SR (history))
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|fire_rate = 570
|fire_rate = 570
|reload =
|reload =
|weight = 3.1
|weight = 3.15
|length2 = 87
|length2 = 87
|ads_time =
|draw_time = 0.73
|draw_time =  
|damage_falloff = 100
|damage_falloff = 100
<!--- Values are taken from the Weapon Summary Menu -->
|bullet_accuracy = 0.05
|ads_accuracy = 0.08
|hip_accuracy = 2
|roundOverride = 0
|running_accuracy = 5.8
|barrel_attachments = 5
|barrel_attachments = 5
|sight_attachments = 5
|sight_attachments = 5
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|side_attachments = 3
|side_attachments = 3
|body_attachments = 2
|body_attachments = 2
|spawn_locations = [[MTF-E11-SR Rack]]
|spawn_locations = [[MTF-E11-SR Rack|MTF-E11-SR Rack]]
|spawn_class = All [[Mobile Task Force|MTF Units]] except MTF Private
|spawn_class = [[Mobile Task Force|MTF Captain]] <br> [[Mobile Task Force|MTF Sergeant]] <br> [[Mobile Task Force|MTF Specialist]]
|inspired = Maxim Defense MDX 508 <br> MDX 510 (Rifle Body)
|inspired = Maxim Defense MDX 508 <br> MDX 510 (Rifle Body)
|ID = 20
|ID = 20
|manufactor=[[File:FoundationGunworksLogo.png|35px|middle]]  [[Lore/Manufactures#Foundation_Gunworks|Foundation Gunworks]]  <br> [[File:LunaeLogo.png|35px|middle]] [[Lore/Manufactures#Lunae_Defence|Lunae Defence]] (Various Attachments)
|manufactor= [[Lore/Manufacturers#Foundation_Gunworks|Foundation Gunworks]]  <br> [[Lore/Manufacturers#Lunae_Defence|Lunae Defence]] (Various Attachments)
}}
}}
The '''MTF-E11-SR''' is a type of [[Weapons|firearm]] in ''SCP: Secret Laboratory''.
The '''MTF-E11-SR''' is a type of [[Weapons|Firearm]] in ''SCP: Secret Laboratory''. It is a designated '''Facility Recovery-Standard Rifle (FR-SR)''' used by Epsilon-11. The firearm is a highly customizable assault rifle, making it effective in any combat situation.
__TOC__
=Operational Guide=
<div style="display:flex; flex:auto; flex-direction:row; flex-basis:min-content; min-width:60%">
{{OpGuide2}}
</div>
 
=In Game=
=In Game=
The '''MTF-E11-SR''' is a fully automatic assault rifle which [[Mobile_Task_Force|MTF]] Captains and Sergeants spawn with. However, it can also be found in numerous places inside of the facility.  
The MTF-E11-SR is a fully automatic assault rifle, which makes it very accurate for the first few shots, but becomes inaccurate during continuous fire; this makes the weapon best used in short bursts, instead of long sprays. <br>
The weapon also has very poor movement accuracy, making it best used when standing still, or using lighter attachment configurations. The laser attachment can partially negate this weakness. <br>
The high penetration of the weapon makes it very effective against armored targets.<br>
Holding down the {{key Press|E}} key on a player with the firearm equipped will disarm the player.


The MTF-E11-SR is a very customizable weapon due to how many attachments can be equipped on it. The weapon can be customized to be effective in long range combat or short range combat: long distance configurations are very useful on the [[Surface Zone]], although a short-range or mid-range configuration is far more preferable for use within the facility.<br>
The MTF-E11-SR has 4 possible spawn locations:
Due to the firearm being a rifle, it is very accurate for the first few shots but will quickly become inaccurate during continuous fire; this makes the weapon best used in short bursts instead of long sprays. <br>
* [[Mobile_Task_Force#MTF_Captain|MTF Captains]], [[Mobile_Task_Force#MTF_Sergeant|MTF Sergeants]], and [[Mobile_Task_Force#MTF_Specialist|MTF Specialist]] (will always spawn with a MTF-E11-SR)
The weapon also has very poor movement accuracy, making it best used when standing still, or using lighter attachment configurations. The laser attachment can partially negate this weakness. <br>
* [[MTF-E11-SR Rack]] (inside the rack)
The high penetration of the weapon makes it very effective against armored targets. Using the drum magazine allows the rifle to fit into the role of a LMG, which can perform as the [[Mobile_Task_Force|MTF]]'s "budget" equivalent to the [[Logicer|Logicer]] fielded by [[Chaos_Insurgent#Chaos_Repressor|Chaos Repressors]], although lacking in many aspects compared to the dedicated LMG.


Holding down the {{key Press|E}} key on a player with the firearm equipped will disarm the player.
The MTF-E11-SR is a very customizable weapon due to the amount of attachments that can be equipped.<br>
The weapon can be customized to be effective in long range combat or short range combat: long distance configurations are very useful on the [[Surface Zone|Surface]], although a short-range or mid-range configuration is far more preferable for use within the facility.<br>


==Spawning==
The MTF-E11-SR is a closed bolt firearm, allowing it to hold one extra bullet than its max mag size by storing it in the chamber. This also means if the player unloads the MTF-E11-SR but cancels the animation before the bullet in the chamber is removed, when they re-equip it, the MTF-E11-SR will have one bullet in it despite having no magazine, which they can still fire.
* [[MTF-E11-SR Rack]]
*On [[Mobile_Task_Force#MTF_Sergeant|MTF Sergeants]] and [[Mobile_Task_Force#MTF_Captain|MTF Captains]] when spawning.
*On [[Mobile_Task_Force#MTF_Specialist|MTF Specialist]] when escaping as a [[Scientist]].


Due to being a closed bolt firearm, the MTF-E11-SR bolt will be locked into an open position once it runs out of ammo, which causes the reload animation to be slightly longer. The bolt will only lock to an open position if the MTF-E11-SR currently has a magazine in it. If the magazine was removed from the MTF-E11-SR, but the bullet in the chamber was not, firing this bullet will not cause the bolt to lock to an open position. Though, reloading in this state will still cause the reload animation to be longer than normal as the player now has to rechamber the MTF-E11-SR.
==Attachments==
==Attachments==
<div class="round-tabber">
<div class="round-tabber">
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|-
|-
|style="text-align:center;|[[File:NV_E11.png|100px|center]]''Night-Vision Scope''
|style="text-align:center;|[[File:NV_E11.png|100px|center]]''Night-Vision Scope''
|ADS Zoom  <font color= #05e814>1.05x </font> <br> <font color= #05e814>Night Vision</font> <br> Aiming Speed <font color= #ea2107>-25%</font> <br> Equip Time <font color= #ea2107> +0.08s </font> <br> Weight <font color= #ea2107> +35% </font>
|ADS Zoom  <font color= #05e814>3.3x</font> <br> <font color= #05e814>Night Vision</font> <br> Aiming Speed <font color= #ea2107>-25%</font> <br> Equip Time <font color= #ea2107> +0.08s </font> <br> Weight <font color= #ea2107> +35% </font>
|-
|-
|style="text-align:center;|[[File:Scope_E11.png|100px|center]]''Telescopic Sight''
|style="text-align:center;|[[File:Scope_E11.png|100px|center]]''Telescopic Sight''
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|-
|-
|style="text-align:center;|[[File:RifleBody.png|100px|center]]''Rifle Body''
|style="text-align:center;|[[File:RifleBody.png|100px|center]]''Rifle Body''
|Damage <font color= #05e814> +7.5% </font> <br> Penetration <font color= #05e814> +15% </font>  <br> Bullet Accuracy <font color= #05e814> +54% </font> <br> Fire Rate <font color= #ea2107> -10% </font> <br> Equip Time <font color= #ea2107>+0.13s </font> <br> Hip-Firing Accuracy <font color= #ea2107> -26% </font> <br> Length <font color= #ea2107> +20% </font> <br> Weight <font color= #ea2107> +46% </font>
|Damage <font color= #05e814> +7.5% </font> <br> Penetration <font color= #05e814> +12.5% </font>  <br> Bullet Accuracy <font color= #05e814> +54% </font> <br> Fire Rate <font color= #ea2107> -10% </font> <br> Equip Time <font color= #ea2107>+0.13s </font> <br> Hip-Firing Accuracy <font color= #ea2107> -26% </font> <br> Length <font color= #ea2107> +20% </font> <br> Weight <font color= #ea2107> +46% </font>
|}
|}
|-|
|-|
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|-
|-
|style="text-align:center;|[[File:SuppressorE11.png|100px|center]]''Suppressor''
|style="text-align:center;|[[File:SuppressorE11.png|100px|center]]''Suppressor''
|Gunshot Loudness <font color= #05e814>-65%</font> <br> <font color= #05e814>Flash Suppression</font> <br> Equip Time <font color= #ea2107>+0.08s</font> <br> Length <font color= #ea2107> +20% </font> <br> Weight <font color= #ea2107> +25% </font>
|Gunshot Loudness <font color= #05e814>-65%</font> <br> <font color= #05e814>Flash Suppression</font> <br> Bullet Accuracy <font color= #05e814>+11%</font> <br> Equip Time <font color= #ea2107>+0.08s</font> <br> Length <font color= #ea2107> +20% </font> <br> Weight <font color= #ea2107> +19% </font>
|-
|-
|style="text-align:center;|[[File:FlashHiderE11.png|60px|center]]''Flash Hider''
|style="text-align:center;|[[File:FlashHiderE11.png|60px|center]]''Flash Hider''
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==Gallery==
==Gallery==
<div class="round-tabber">
<div class="round-tabber">
<tabber>
{{#tag:tabber|
Animations=
Animations=
{|
<gallery mode="packed" widths=600px heights=338px>
|[[File:E-11 Equip New.gif|thumb|600px|Equip Animation]]
E-11 Equip Animation.png| '''Equip + Chamber Animation'''
|[[File:E-11 Inspect New.gif|thumb|600px|Inspect Animation]]
E-11 Inspect Animation.gif| '''Inspect Animation'''
|-
E-11 Reload Animation.png| '''Reload Animation'''
|[[File:E-11 Reload New.gif|thumb|600px|Reload Animation]]
E-11 Full Reload Animation.png| '''Reload Animation (from unload)'''
|[[File:E-11 Full Reload New.gif|thumb|600px|Reload Animation (from unload)]]
E-11 Unload Animation.png| '''Unload Animation'''
|-
</gallery>
|[[File:E-11 Unload New.gif|thumb|600px|Unload Animation]]
{{!}}-{{!}}
|}
|-|
Render=
Render=
{|
<gallery mode="packed" widths=600px heights=338px>
|[[File:E11Render.jpeg|thumb|600px|Official 2.1k Render]]
E-11Render1.jpg|Official Render #1
|}
E-11Render2.jpg|Official Render #2
</tabber>
E-11Render3.jpg|Official Render #3
E-11Render4.jpg|Official Render #4
E11Render.jpeg|Official 2.1k Render
</gallery>
[https://www.artstation.com/artwork/VgEy1X Click here for more renders]
{{!}}-{{!}}
Legacy=
<gallery mode="packed" widths=600px heights=338px>
OldestE11SRIcon.png|The first inventory icon of the MTF-E11-SR. This was a Dev Store Asset.
OlderE11SRIcon.png|The second inventory icon of the MTF-E11-SR. Also known as the '''Fusion Rifle'''.
OldE11SRIcon.png|The third inventory icon of the MTF-E11-SR for the model introducded in the 6.0.0 update.
OldE11Render.png|The fourth model of the MTF-E11-SR. This is an unofficial render, as the game still used the 6.0.0 model as its inventory icon.
</gallery>
}}
</div>


==Trivia==
==Trivia==
*It was once planned to rename the MTF-E11-SR to '''Facility Recovery-Standard Rifle (FR-SR)''' .
*The MTF-E11-SR was originally called the '''Epsilon-11 Standard Rifle'''.
*An earlier iteration of the MTF-E11-SR replaced the Fusion Rifle.
*The MTF-E11-SR's Night Vision Scope is slightly off centered while in ADS.
<!--- Have fun being cursed with this knowledge -->
*It was once planned to rename the MTF-E11-SR to '''Facility Recovery-Standard Rifle (FR-SR)'''.
**FR-SR would become the name used by Foundation Gunworks for the rifles they manufacture, with MTF-E11-SR acting as a designation for the ones given to Epsilon-11.
*The MTF-E11-SR's Holographic Sight is based on the EOTech XPS series of holographic sights.
*The MTF-E11-SR has gone through the most model changes out of any other firearm in game.
**The first model had a futuristic appearance and was a dev store asset [https://devassets.com/assets/sci-fi-weapons/ bought here]. It was called the Epsilon-11 Standard Rifle.
**The second model also had a futuristic appearance. This model is often refered to as the '''Fusion Rifle'''. Though, officially it was still called the Epsilon-11 Standard Rifle. It was an original asset made for the game by Straditarion.
**The third model was introduced in the [[Updates/6.0.0|first weapon overhaul (6.0.0)]]. The futuristic appearance was replaced in favor of a more modern version. This was based off the HK417.
**The fourth model was introduced in the [[Updates/7.3.0|7.3.0 patch]]. This version was a mixture of both the HK416 and HK417, while also adding a couple new attachments.
***All the sights were given tweaks in the [[Updates/9.0.0|Megapatch II (9.0.0)]] update.
***The inventory icon still used the the 6.0.0 model of the weapon and was never updated to the correct model.
**The final and current model was introduced in the [[Updates/11.0.0|Parabellum (11.0.0)]] update. This version was inspired by the Maxim Defense MDX 508 with the Rifle Body attachment being inspired by the MDX 510.
[[Category:Weapons]]
[[Category:Weapons]]
{{Items Navbox}}
{{Items Navbox}}<noinclude>
 
<small>This page was moved from [[betawiki:MTF-E11-SR]]. Its edit history can be viewed at [[MTF-E11-SR/edithistory]]</small></noinclude>

Revision as of 01:58, 6 January 2023

MTF-E11-SR
Basic Info
Type Rifle
Cartridge Type 5.56x45mm
Ammo Capacity 40 (+1)
Spawn Locations MTF-E11-SR Rack
Spawns on MTF Captain
MTF Sergeant
MTF Specialist
Basic Stats
Damage 25.1
Fire Rate 570 9.5 bullets per second
Weight 3.15 kg
Length 87 cm
Handling Stats
Draw Time Default draw time 0.73s
Pick-Up Time Higher weight increases time 0.8s Unrounded value: 0.79625s
Accuracy Stats
Bullet Accuracy The overall accuracy of the gun.
This value is added to Hip Fire and Aiming Accuracy.
0.05°
Hip Fire Accuracy This value is added to Bullet Accuracy with rounding. 2 2° (with Bullet Accuracy)°
Aiming Accuracy This value is added to Bullet Accuracy without rounding.
Values past the 100th place are not shown ingame.
0.08 0.13° (with Bullet Accuracy)°
Running Accuracy 5.8°
Miscellaneous Info
Obtainable from 914? True
Deletion % in PD Pocket Dimension High Tier (0%)
Disarm Immunity? Does having this item equipped make the player
immune to being disarmed?
Immune
Attachment Combos  5400
Manufacturer Foundation Gunworks  
Lunae Defence (Various Attachments)
Inspired by Maxim Defense MDX 508
MDX 510 (Rifle Body)
Item ID 20


The MTF-E11-SR is a type of Firearm in SCP: Secret Laboratory. It is a designated Facility Recovery-Standard Rifle (FR-SR) used by Epsilon-11. The firearm is a highly customizable assault rifle, making it effective in any combat situation.

Operational Guide

The standard-issue rifle for Nine-Tailed Fox superiors. Lightweight, soft-shooting, and highly modular; this firearm was tailor-made for the needs of the forces that wield it.

While the comfort factor of the rifle is highly valued, the equipment itself is nothing of particular note. The weapon is manufactured in close proximity to Area-14. Accounts of the weapon being “blessed” are to be disregarded. Operatives naming their gun is strongly discouraged.

___
“The E11-SR works, I’ll give it that. I just think some of these officially accepted attachments are a bit… unnecessary. A 60-round drum? Really? Regardless, the gun does its job, and pretty well too. I’m just a little confused as to why they’ve brought a few rifles over to Site-02. Surely, they aren’t meant for the security guards; we don’t have clearance to open its locker. With all the new security measures being added to the Site, I wouldn’t be surprised if it was intended for someone else.”
-Agent Jeremy Fritz, Security Guard, Site-02

In Game

The MTF-E11-SR is a fully automatic assault rifle, which makes it very accurate for the first few shots, but becomes inaccurate during continuous fire; this makes the weapon best used in short bursts, instead of long sprays.
The weapon also has very poor movement accuracy, making it best used when standing still, or using lighter attachment configurations. The laser attachment can partially negate this weakness.
The high penetration of the weapon makes it very effective against armored targets.
Holding down the E key on a player with the firearm equipped will disarm the player.

The MTF-E11-SR has 4 possible spawn locations:

The MTF-E11-SR is a very customizable weapon due to the amount of attachments that can be equipped.
The weapon can be customized to be effective in long range combat or short range combat: long distance configurations are very useful on the Surface, although a short-range or mid-range configuration is far more preferable for use within the facility.

The MTF-E11-SR is a closed bolt firearm, allowing it to hold one extra bullet than its max mag size by storing it in the chamber. This also means if the player unloads the MTF-E11-SR but cancels the animation before the bullet in the chamber is removed, when they re-equip it, the MTF-E11-SR will have one bullet in it despite having no magazine, which they can still fire.

Due to being a closed bolt firearm, the MTF-E11-SR bolt will be locked into an open position once it runs out of ammo, which causes the reload animation to be slightly longer. The bolt will only lock to an open position if the MTF-E11-SR currently has a magazine in it. If the magazine was removed from the MTF-E11-SR, but the bullet in the chamber was not, firing this bullet will not cause the bolt to lock to an open position. Though, reloading in this state will still cause the reload animation to be longer than normal as the player now has to rechamber the MTF-E11-SR.

Attachments

Attachment Stats
Iron Sight
ADS Zoom 1.3x
Default Attachment
Holographic Sight
ADS Zoom 1.05x
Equip Time +0.04s
Weight +13%
Dot Sight
ADS Zoom 1.05x
Equip Time +0.04s
Weight +8%
Night-Vision Scope
ADS Zoom 3.3x
Night Vision
Aiming Speed -25%
Equip Time +0.08s
Weight +35%
Telescopic Sight
ADS Zoom 6x
Aiming Accuracy +33%
Equip Time +0.08s
Aiming Speed -30%
Weight +32%
Attachment Stats
Carbine Body
Default Attachment
Rifle Body
Damage +7.5%
Penetration +12.5%
Bullet Accuracy +54%
Fire Rate -10%
Equip Time +0.13s
Hip-Firing Accuracy -26%
Length +20%
Weight +46%
Attachment Stats
Standard Barrel
Default Attachment
Suppressor
Gunshot Loudness -65%
Flash Suppression
Bullet Accuracy +11%
Equip Time +0.08s
Length +20%
Weight +19%
Flash Hider
Flash Suppression
Equip Time +0.04s
Length +1%
Weight +2%
Muzzle Booster
Fire Rate +10%
Equip Time +0.04s
Recoil +30%
Bullet Accuracy -17%
Length +1%
Weight +6%
Muzzle Brake
Recoil -10%
Equip Time +0.04s
Gunshot Loudness +20%
Length +1%
Weight +2%
Attachment Changes
Standard Stock
Default Attachment
Lightweight Stock
Equip Time -0.12s
Hip-Firing Accuracy +18%
Length -1%
Weight -13%
Recoil When Aiming +25%
Recoil-Reducing Stock
Recoil When Aiming -33.3%
Length -1%
Equip Time +0.08s
Weight +22%
Attachment Changes
None
Default Attachment
Foregrip
Recoil -15%
Aiming Speed -15%
Weight +8%
Laser Sight
Hip-Firing Accuracy +100%
Laser is visible to others
Weight +11%
Attachment Changes
None
Default Attachment
Flashlight
Light Source
Equip Time +0.08s
Weight +16%
Ammo Counter
Ammo Counter
Equip Time +0.08s
Weight +21%
Attachment Changes
FMJ Magazine
Default Attachment
FMJ Drum Magazine
Magazine Capacity +25
Reload Time +2s
Weight +79%
Low-Cap JHP Magazine
Damage +30%
Weight -3%
Magazine Capacity -10
Penetration -50%
Low-Cap AP Magazine
Penetration +20%
Weight -3%
Magazine Capacity -10


Stats

No Armor Light Armor Combat Armor Heavy Armor
Standard Extended Standard Extended Standard Extended Standard Extended
Damage/Ammo Type 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Penetration 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Body (100%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Limb (70%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Head (200%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/AHP (30%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Burned (125%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Key
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.

Notes:

  • These values are auto calculated by Mediawiki, there may be some rounding differences between it and Unity, so some values may be off by a tiny bit.
  • Armor does not reduce limb damage.
  • Rainbow Candy does not reduce head or limb damage.
  • Rainbow Candy's Bodyshot Reduction is permanent and stacks up to 4. (Lowering damage to 85%). The value in the chart represents 1 Rainbow Candy.
  • Purple Candy does not stack with itself
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-049 has 20% bullet resistance. Hume Shield does not have any resistance
  • SCP-173 bullet resistance is the same as Heavy Armor. Hume Shield does not have any resistance
  • Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
  • The rows listed as AHP represents how much damage HP takes while under the effects of AHP. It does not represent how much AHP is lost.

No Armor Light Armor Combat Armor Heavy Armor
Standard Extended Standard Extended Standard Extended Standard Extended
Damage/Ammo Type 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Penetration 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Body (100%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Limb (70%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Head (200%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/AHP (30%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Burned (125%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Key
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.

Notes:

  • These values are auto calculated by Mediawiki, there may be some rounding differences between it and Unity, so some values may be off by a tiny bit.
  • Armor does not reduce limb damage.
  • Rainbow Candy does not reduce head or limb damage.
  • Rainbow Candy's Bodyshot Reduction is permanent and stacks up to 4. (Lowering damage to 85%). The value in the chart represents 1 Rainbow Candy.
  • Purple Candy does not stack with itself
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-049 has 20% bullet resistance. Hume Shield does not have any resistance
  • SCP-173 bullet resistance is the same as Heavy Armor. Hume Shield does not have any resistance
  • Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
  • The rows listed as AHP represents how much damage HP takes while under the effects of AHP. It does not represent how much AHP is lost.

No Armor Light Armor Combat Armor Heavy Armor
Standard Extended Standard Extended Standard Extended Standard Extended
Damage/Ammo Type 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Penetration 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Body (100%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Limb (70%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Head 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/AHP (30%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Burned (125%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Key
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.

Notes:

  • These values are auto calculated by Mediawiki, there may be some rounding differences between it and Unity, so some values may be off by a tiny bit.
  • Armor does not reduce limb damage.
  • Rainbow Candy does not reduce head or limb damage.
  • Rainbow Candy's Bodyshot Reduction is permanent and stacks up to 4. (Lowering damage to 85%). The value in the chart represents 1 Rainbow Candy.
  • Purple Candy does not stack with itself
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-049 has 20% bullet resistance. Hume Shield does not have any resistance
  • SCP-173 bullet resistance is the same as Heavy Armor. Hume Shield does not have any resistance
  • Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
  • The rows listed as AHP represents how much damage HP takes while under the effects of AHP. It does not represent how much AHP is lost.

Sounds






Gallery

Trivia

  • The MTF-E11-SR was originally called the Epsilon-11 Standard Rifle.
  • The MTF-E11-SR's Night Vision Scope is slightly off centered while in ADS.
  • It was once planned to rename the MTF-E11-SR to Facility Recovery-Standard Rifle (FR-SR).
    • FR-SR would become the name used by Foundation Gunworks for the rifles they manufacture, with MTF-E11-SR acting as a designation for the ones given to Epsilon-11.
  • The MTF-E11-SR's Holographic Sight is based on the EOTech XPS series of holographic sights.
  • The MTF-E11-SR has gone through the most model changes out of any other firearm in game.
    • The first model had a futuristic appearance and was a dev store asset bought here. It was called the Epsilon-11 Standard Rifle.
    • The second model also had a futuristic appearance. This model is often refered to as the Fusion Rifle. Though, officially it was still called the Epsilon-11 Standard Rifle. It was an original asset made for the game by Straditarion.
    • The third model was introduced in the first weapon overhaul (6.0.0). The futuristic appearance was replaced in favor of a more modern version. This was based off the HK417.
    • The fourth model was introduced in the 7.3.0 patch. This version was a mixture of both the HK416 and HK417, while also adding a couple new attachments.
      • All the sights were given tweaks in the Megapatch II (9.0.0) update.
      • The inventory icon still used the the 6.0.0 model of the weapon and was never updated to the correct model.
    • The final and current model was introduced in the Parabellum (11.0.0) update. This version was inspired by the Maxim Defense MDX 508 with the Rifle Body attachment being inspired by the MDX 510.


This page was moved from betawiki:MTF-E11-SR. Its edit history can be viewed at MTF-E11-SR/edithistory

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